>V 903 
D55 
opy 1 



903 

/ 
^ 55 



pvl DICK'S 



N 



^ 






ART OF BOWLING 



OB 



Bowler's Guide 



CONTAINING 



Complete Instructions fob Playing the Standard 
American and German Games and all 
their Leading Varietdis 



The Revised Rules, Correct Methods op Scoring 

and the Latest Regulations adopted in 

Matches and Tournaments 



-A^££T 




New York: 

DICK & FITZGERALD 

18 Ann Street 



\x 



, ^ c \Vx 



COPYBIGHT, 1890, BY 

DICK & FITZGERALD, 
All rights reserved. 



LC Control Number 




tmp96 026356 



CONTENTS. 



PAGE 

Introductory 5 

The Standard American Game 7 

Technical Terms 7 

The Alleys 8 

The Pins ^ 

The Balls 10 

Scoring 10 

Hints to Players 13 

Rules and Regulations 17 

Prize Tournament Rules 2w 

Fancy American Q-ames 24 

College Game , 28 

Cocked Hat 24 

Cocked Hat and Feather 25 

Five Back 27 

Four Back 26 

Glen Island.-.. 32 

Head Pin and Four Back 26 

Newport — 28 

Mine. No More, No Less 31 



4 CONTENTS. 

PAGE 

Nine Pins 30 

Nine Pins, Head Pin Out 30 

Nine Up and Nine Down 31 

Open Game 25 

Pin Pool 33 

Seven Down 31 

Seven Up 26 

T Game 27 

White Elephant 24 

German Games 36 

Battle Game 44 

. Hamburger . , 42 

Head- Pin Game 47 

One Thousand Battle Game 46 

Stamm or Kegular Game 37 



DICK'S 

ART OF BOWLING. 



INTRODUCTORY. 

The American game of Ten Pins or Bowling is 
a modification of the old German game of Nine 
Pins. This was undoubtedly introduced a great 
many years ago by the Dutch, and is somewhat 
similar in general principles to the equally ancient 
English Game of Skittles. The old English Game 
of Bowls is entirely different, being played upon a 
well kept lawn, and without Pins, in the same 
manner as the Scotch " Curling ", an adaptation of 
u Bowls 77 played upon the ice. The Germans in 
America still adhere to their game of " Nine Pins 77 , 
which was prohibited by legislative action a great 
many years ago, in consequence of the gambling 
tendencies to which it gave rise ; but the letter of, 
the prohibitory law was easily evaded by the use of 
ten pins instead of nine, and a different arrange- 
ment of the pins on tha alley. Since that time the 
law has been virtually a dead letter. 

The object of the modern game, and the methods 



6 INTRODUCTORY, 

of playing the regular American game with its 
numerous varieties will be found clearly explained 
in the following pages, in which we have been 
greatly assisted in describing and illustrating the 
games, by the courtesy of the well-known Firm of 
Messrs. F. Grote & Co., whose alleys and their 
appurtenances justly claim a widely accepted 
superiority. We have also to acknowledge our in- 
debtedness to the " New York Herald' 7 for some of 
the leading illustrations in this work. 

The first part of the book is devoted to the 
regular American Game, with general instructions 
for the guidance of beginners; followed by the 
most popular varieties, or fancy games, in vogue. 
The latter part is reserved for the German games 
and the method of playing them, and an explana- 
tion of their generally difficult style of keeping the 
score, fully exemplified. 

It will be observed that all technical terms are 
invariably used in the exact signification according 
to the definitions given. 



TEE ART OF BOWLING. 



THE STANDARD AMERICAN GAME. 

The description of the Regular American Game 
is here given substantially as adopted by the lead- 
ing Bowling Clubs, and in the principal Bowling 
Alleys of public resort. 

Technical Teems. 

* 

Break:.— When any of the ten pins are left stand- 
ing at the end of a roll, it is called a break, 
and only the pins down are scored in that 
roll. 

Bead Wood. — Pins knocked down and remaining 
on the alley after a ball has been played. 
Dead wood must be removed before another 
ball can be played ; but this is only strictly 
adhered to in Matches and Tournaments. 

Foot Mark. — Aline drawn across the alley beyond 
whicb a player is not permitted to deliver a 
ball. 

F&ame. — The spots marked on the end of the alley 
to designate the position of the pins. When 
the pins are set up in position, they constitute 
a full Frame. In the American Game, the 
ten pins are arranged in the form of an 
equilateral triangle; the nine pins of the 
German games are set up in the shape of a 
diamond. 



8 TEE ART OF BO WLING. 

Head Pix. — The front pin, nearest to the player 
and at the front apex of the triangle. 

Ixktng— An inning or roll consists of three balls, 
played in succession. If, however, the ten 
pins are knocked down with less than three 
balls, the roll is ended. 

King Pix.— The pin in the centre of the triangle. 

Poodle.— Is when a ball rolls off the alley into the 
gutter without touching the pins. 

Roll.— See " Inning". 

Spake.— If all the pins are down with two balls, it 
is called a Spare; the third ball of that roll 
is not played, but the pins knocked down by 
the first ball of the next roll are added to 
and counted with the ten made in the spare, 
and also counted in the score of the roll in 
which they occur. A Spare is marked thus: \ 

Stkike.— When the ten pins are all down with the 
first ball of a roll, it is called a Strike or Double 
Spare, and the remaining two balls of that 
roll are not played. The pins knocked down 
by the next tivo balls played are added to and 
counted with the ten Strike, as well as in the 
score of the rolls in which they occur. A 
Strike is marked thus : x 

The Alleys. 
An alley consists of a raised platform, with a 
channel or gutter on each side of it. The regula- 



THE ART OF BO WLING. 9 

tion dimensions of the alley are three feet six inches 
in width 7 and long enough to allow of an interval 
of sixty feet between the head-pin and tins foot-mark, 
besides the space required for the frame, at the 
farthest end, and sufficient room at the players 7 
end for the delivery of the ball behind the foot- 
mark. Two contiguous alleys are used in playing 
the games. 

The Pixs. 

The proper size of the pins is generally defined 
in the rules regulating Match and Tournament 



Games; viz.: fifteen to sixteen inches in height, 
fifteen inches in circumference at the thickest part, 
and two to two and a quarter inches in diameter at 
the base. The spots marked on the alley upon 
which the ten pins stand are arranged in an exact 
equilateral triangle, (See Fig. 1) each side of which 



10 THE ART OF BO WLING. 

measures three feet from centre to centre of the 
spots at each angle ; the intermediate spots being 
exactly a foot apart from centre to centre of con- 
tiguous spots on the same line. The base or back- 
line of the triangle is parallel with and six inches 
from the end of the alley. The nine pins of the 
German Games are differently arranged, and are 
described in their proper place. 

The Balls. 
The balls in general use are of various sizes, but 
none are permitted to be over twenty-seven inches 
in circumference, and must be made of wood. In 
later years, the introduction of finger and thumb 
holes has greatly facilitated the handling of the 
balls. 

Scoring. 

Each player is entitled to ten rolls or innings of 
three balls each ; or less, if all the pins are all 
down with less than three balls. 

Two consecutive innings cannot be played on the 
same alley; the two alleys must be used by a player 
alternately for each new inning. The score is kept 
upon a black-board laid out into eleven columns ; 
the left-hand column is numbered vertically down- 
wards from one to ten, the figures denoting the ten 
innings allotted to each player. 

The players names are placed over the head of 
each of the remaining ten columns. 

In order to illustrate the manner in which the 



TEE ART OF BOWLING. 



11 



Inning 


A 


1 


30 x 


2 


58 x 


3 


77 x 


4 


86 


5 


101 \ 


6 


108 


7 


108 


8 




9 




10 





score is kept we will follow the course of one player 
in the game, whom we will designate A, as seen in 
Fig. 2. 

First inning. — Suppose A plays 

his first ball and makes a " strike "; 

this ends his play for this inning, 

and the strike is recorded by a x, 

denoting 10 towards the score of 

this inning, with two balls to spare. 

Second inning. — VvTien his turn to 

play comes round again, he takes 

his position on the other alley, and 

, plays his first ball, again making a 

11 strike"; this ends his second 

inning, which is also marked x. 

He has now 20 points, so far, good on his first 

inning; 10 good on his second inning, and two balls 

to spare. 

Third inning — In this, he again succeeds in 
getting all the pins down with his first ball ; this is 
again marked with a x, and the inning is ended. 

This ten-strike completes his first inning with a 
score of 30; leaves him 20 good on his second 
inning, and 10 good towards his third, and twa 
balls to spare. 

Fourth inning. — In this, he gets eight pins with 
his first ball, which completes the score for his 
second inning, making 28 ; this added to his pre- 
vious 30, brings his score at the close of the second 
inning 58, with 18 good for the third inning. 



12 THE ART OF BO WLIKG. 

With the second ball of this fourth inning he 
knocks down only one pin, completing the score of 
his third inning with 19, making the score against 
the third inning aggregate 77. 

The third ball of this inning misses, giving him 9 
points, and bringing his total score so far up to 86. 

[Note : According to present usage, when nine 
pins are down with the first two balls of an inning, 
the player may claim the privilege cf omitting his 
third ball, and scoring 10 for that inning, but it 
counts for only 9 in completing the score of a 
previous "strike".] 

Fifth inning. — The first ball makes seven pins ; 
the second ball knocks down the remaining three, 
leaving him one ball to spare. This ends the inning, 
and the " spare " is recorded with a \, denoting 10 
good for this inning. 

Sixth inning. — The first ball makes five pins ; this 
completes his fifth inning with 15 points, and brings 
his score up to 101. 

The second ball knocks down two more pins; 
his third ball misses. This gives him 7 for this in- 
ning, or 108 in all. 

Seventh inning. — This is an unfortunate inning, 
resulting in three successive "poodles", adding to 
his score. This inning is therefore recorded with 
the same score as the previous one, 108. 

The foregoing example covers all contingencies 
of play without pursuing it any further, except in 
the case of a u strike " occurring in the tenth inning. 



THE ART OF BO WLING. 13 

Should this happen, the pins are set up again, and 
the two spare balls are played on the same alley 
upon which the strike was made. If the first spare 
ball also makes a " strike ", the pins are again set 
up for the second spare ball, which when played is 
conclusive. 

Ten consecutive " strikes r , and the two final 
spare balls also " strikes ", would make 300, the 
highest possible score. 

The game is played by two or more players, the 
loser or losers paying for the use of the alleys. 

When several persons engage in the game, it is 
usual to group them into two opposing parties or 
sides ; in some cases, when an uneven number are 
taking sides, resulting in one side being one man 
short, the odd man is balanced by a dummy, whose 
innings are rolled by the side on which the dummy 
falls, each one rolling for dummy in rotation. 

Hints to Playees. 

As successful play entirely depends upon the 
rolling of the balls, a few general directions will be 
necessary. 

Inexperienced players too often fall into the 
error of using balls of larger size than they can con- 
trol, from the general belief that large balls knock 
down more pins than small ones. Practically, this 
is partly true, provided only they are rolled with 
precision, and this essential point is sacrificed when 
a too heavy ball is selected. Pick out, therefore, a 



14 THE ART OF BO WL1NG. 

ball of such size as can be easily handled. The 
accompanying illustration. Fig. 3, will show clearly 
how the ball is grasped and held preparatory to 
bowling. 




Fig. 3. 

The next point to be considered is the best 
positions to be assumed previous to, and at the 
moment of delivering the ball. Different individ- 
uals often adopt entirely different methods in 
successfully fulfilling the same object or plan in 
view, and this is prominently exemplified by watch- 
ing the actions of expert bowlers ; as they advance 
towards proficiency, each one will drift into such 
mode of procedure as is most natural and best :fitted 
for his own special case ; but until some degree of 
proficiency is established, it is sooner reached by 
adhering to the dictates of common sense, and the 
best exercise of the muscles necessarily brought 
iuto play. 

When the ball has been firmly grasped, raise it 
and support it with both hands on a level with the 
chest ; stand perfectly upright, left foot and left 



THE ART OF BOWLING. 



15 



shoulder advanced, as in Fig. 4 ; as soon as the eye 
has estimated the distance and range, and the body is 
perfectly steady, let the ball swing easily at arm's 
length to the rear, keeping the line of the curve 
exactly in line with the pin aimed at ; as the 
return swing forwards commences, bend the left 





Fig. 5. 

knee, letting the left hand fall easily on to it to 
steady the body, as in Fig. 5, and deliver the ball 
the moment its swing reaches its lowest point, 
keeping the elbow straight and bending the body 
forward sufficiently to bring the ball two or three 
inches above the alley at the point of delivery. 

As the ball leaves the hand, be specially carefully 
to slip the thumb and fingers out of the holes all at 



16 THE ART OF BOWLIXG. 

the same instant ; if either one remains in its hole 
after the others have heen withdrawn, the course 
of the hall may he greatly changed and go wide of 
the mark. 




Fig. 6. 

The attitude shown in Fig. 6 is objectionable for 
at least tw r o special reasons. 

The downward swing is impossible, consequently 
the propelling power must he in the muscles of the 
arm, the extra exertion tending to destroy accuracy 
of aim. 

The grasp of the hall with both hands will have 
the same result : the moment the left hand is re- 
moved in the act of delivery, the equilibrium of the 
ball is destroyed, and it leaves the right hand with 
moie or less side-twist or bias, which is sure to 
land it prematurely in the gutter. 



THE ART OF BOWLING. 17 

Lastly, do not move the feet until the ball has 
been delivered, or you will lose your aim. 

Considerable bias may be communicated to the 
ball by a slight turn of the wrist in the direction 
required, at the moment of delivery; this makes 
the ball describe a curve, and some players adopt 
this method with telling effect, but it requires a 
combination of judgment and dexterity which can 
only follow long practice. 

Beginners will find sufficient to call forth their 
best endeavors in acquiring accuracy in straight 
bowling, without any bias, leaving all attempts at 
the latter severely alone until proficient in the 
former. 

Rules and Regulations. 

The following Rules for the American Game, are 
the latest revision adopted by the American Bowl- 
ing League, 

Rule 1. These rules shall be known as the Rules 
of the American Bowling League. 

2. The game to be played shall be the American 
Ten Frame Game. 

3. A regulation alley shall not be less than forty- 
one inches, and shall not exceed forty-two inches 
in width. 

4. The spots on the alley shall measure twelve 
inches from centre to centre. 



18 THE AET OF BO WLIKG. 

5. A regulation pin must be used in match 
games. Each pin to be fifteen inches in circum- 
ference at the thickest part, fifteen inches in length, 
and two and one-quarter inches in diameter at 
bottom. 

6. No balls shall be used exceeding twenty-seven 
inches in circumference, 

7. In the playing of match games, there shall be 
a line drawn upon the alleys, sixty feet from the 
head or front pin, measuring to the inside of the 
line— the line not to exceed one inch in width. 

8. Match games shall be called at the time ap- 
pointed. Should either club fail to produce its men 
thirty minutes thereafter, the Captain of the team 
present may claim the game. 

9. In match games an equal number of men from 
each club shall constitute the teams. In case a 
club shall not be able to produce a full team, it may 
play, but the opposing club may play its full team 
if present. 

10. In playing, two alleys shall be used ; two op- 
posing players to play at a time, and to change 
alleys every frame. The game shall consist of ten 
frames on each side. All strikes and spares made 
in the tenth frame shall be completed before leaving 
the alley and on the same alley as made. Should 
there be a tie at the end of the tenth frame, play 
shall continue upon the same alley until a majority 



THE ART OF BOWLING. 19 

of points upon an equal number of frames shall be 
attained, which shall conclude the game. 

11. Players must play in regular rotation, and 
after the first frame no changes shall be made in 
players or position of players, unless with the con- 
sent of the Captains. 

12. A player must not step on or over the line in 
delivering his ball, nor before it has reached the 
pins, nor allow any part of his body to touch on or 
beyond the line. Any Mil so delivered shall be 
deemed foul, and the pins made on such ball, if any r 
shall be respotted. Should any ball delivered 
leave the alley before reaching the pins, or any ball 
rebound from the back cushion, the pins, if any, 
made on such balls shall not count, but must be re- 
spotted. All such balls to count as balls rolled. 

13. The dead wood must be removed from the 
alley after each ball rolled. Should any pins fail 
in removing the dead wood, such pins must be re- 
spotted. 

[Note. — Excepting in match games or Tourna- 
ments, the removal of dead wood is not always en- 
forced.] 

14. In all matches the Umpire shall be selected 
by the Captains of the respective teams, 

15. In all match games there shall be two 
scorers appointed by the Captains of the respective 
teams, whose duty it shall be to keep a correct 



20 THE ART OF BO WLIKG. 

record of the game, and at the conclusion thereof, 
sign their names to the score. 

16. The Umpire shall take great care that the 
regulations respecting the balls, alleys, and all the 
rules of the game are strictly observed. He shall 
be the judge of fair and unfair play, and shall de- 
termine all disputes and differences which may occur 
during the game. He shall take special care to 
declare all foul balls immediately upon their occur- 
rence, unasked, in a distinct and audible voice. He 
shall in every 'instance, before leaving the alley, 
declare the winning club, and sign his name in the 
score books. The decision of the Umpire in all 
cases shall be final. 

17. Neither Umpire nor Scorer shall be changed 
during a match game unless with the consent of 
the Captains of the teams. 

] 8. No person engaged in a match game, either as 
Umpire, scorer or player, shall be directly or in- 
directly interested in any bet upon the game. 

Prize Tournament Rules. 

In addition to the foregoing Rules of the " Ama- 
teur Athletic Bowling League 77 , the following 
special regulations have been substantially adopted 
for the government of Prize Tournaments : 

J. No lofting, or throwing of balls upon the alley, 
will be allowed ; the balls must be rolled. Such 



THE ART OF BOWLING. 21 

balls will be considered foul at the discretion of the 
Umpire. 

2. In playing, two alleys shall be used; two 
players to play at a time and to change alleys every 
frame. The game shall consist of ten frames on 
each side. All strikes and spares made in the tenth 
frame shall be completed before leaving the alley, 
and ou same alley as made. Should there be a tie 
at any single game, play shall continue upon the 
same alley until a majority of points upon an equal 
number of frames shall be attained, which shall 
conclude the game. 

3. Five men shall constitute a full team and must 
be active members, in good standing in the club 
they represent, thirty days prior to the beginning 
of such Tournament. No member can play in more 
than one team in the Tournament. 

4. In all the games to be played, one of the 
Board of Managers, or some person appointed by 
him, shall act as Umpire. In all cases of disputes 
and differences the decision of the Umpire shall be 
final. He shall, after each game, and before leaving 
the alley, declare the winning club, sign his name 
to the Score Eecord, and send the same to the 
Secretary of the Board. There shall also be two 
persons appointed by the clubs playing {o act as 
Scorers, who shall also sign the Score Eecord. 

5. All games shall be called at the appointed 



22 THE AET OF BO WLING. 

hour. Should either club fail to produce their men 
thirty minutes thereafter, the club so failing shall 
be debarred from further playing in such Tourna- 
ment; and all games played by them shall be null 
and void, unless such delinquent club shall render 
a good and valid excuse, satisfactory to the Umpire 
acting at such game. In such case the Board will 
appoint another date for the playing of such game. 
In case a club shall not be able to produce a full 
team, they may play, but the opposing club must 
play its full team if present. 

6. Any club that shall be detected in tampering 
with the persons setting up the pins, or by any 
unfair means seeking to win a victory, shall on 
proof of the same, forfeit their rights in the Tourna- 
ment, and all games played by them shall be null 
and void, and shall not count in the championship. 

7. Each club shall play one game with every 
other club in the Tournament. The club winning 
the greatest number of games shall be entitled to 
the First Prize; the club winning the second 
highest number of games shall be entitled to the 
Second Prize, the club winning the third highest 
number of games shall be entitled to the Third 
Prize, the club winning the fourth highest number 
of games shall be entitled to the Fourth Prize, and 
the club winning the fifth highest number of games 
shall be entitled to the Fifth Prize. 

8. Should there be a tie between two or more 



THE ART OF BO WLING. 23 

teams for either of the prizes in the Tournament ^ 
such tie or ties shall be played off, 'according to 
those rules, on such date as may be fixed by the 
Board of Managers. 

9. The player who shall make the highest general 
average in the Tournament shall be entitled to the 
First Individual Prize ; the one making the second 
highest general average, to the Second Individual 
Prize ; the one making the third highest general 
average, to the Third Individual Prize; the one 
making the fourth highest general average, to the 
Fourth Individual Prize ; the one making the fifth 
highest general average, to the Fifth Individual 
Prize. Any player competing for either of the In- 
dividual Prizes must play in at least six-sevenths of 
the series of games. 

All other points or contingencies which may arise 
in Tournament and Match Games are subject to 
and decided by the Rules and Regulations of the 
American Bowling League, given on page 17, as 
expert bowlers are necessarily well posted in the 
general rules which govern all minor details. 



24 THE ART OF BO WLING. 

VARIETIES OF THE AMERICAN GAME. 

Under this heading will be found the various 
modifications of the Ten pin game, in which the 
Frame is set in regular triangular form. In all 
Matches these fancy games are strictly subject to 
Rules 2, 3, 14 ? and 24 of the regular game, and to 
Rules 1, and 2, of the Tournament Regulations, 
unless otherwise specified. 

THE WHITE ELEPHANT. 

This is substantially the same as the Regular 
Game, with the object reversed. The player who 
makes the lowest score wins the game. 

Each pin down counts 1. 

A poodle adds three points to the score. 

The dead wood is not removed. 

The least possible score in ten frames is 10. 

COCKED HAT. 



Fig. 7. 

This is played with three pins only, viz. : the 



THE ART OF BO WLING. 25 

head pin, and the two rear end-pins, as in Fig. 7. 

The method of play is similar to the regular ten- 
pin game, in regard to spares and strikes. Each 
pin down scores 1 point. A spare counts 3, with 
the result of the first ball of the next inning added. 

Supposing the latter to be 1, the spare will 
count 4. 

A strike scores 3, with the result of the first two 
balls of the next inning added ; following exactly 
the regular method, but on a basis of three, instead 
of ten for the spare or strike. 

Dead wood is not removed. 

This game admits of a possible 90 points for the 
ten frames. 

COCKED HAT AND FEATHER 

The pins are set in the same manner as in the 
"Cocked Hat" (Fig. 7,) with the addition of the 
centre pin or Feather. The only count that can be 
made in each inning is one point ; to gain this, the 
three corner pins must be down, and the Feather 
remain standing. No other condition counts. The 
entire Gcore possible is therefore limited to 10 points 
for the ten frames. 

THE OPEN GAME. 

Is played with only the end pins of the back row. 

Each player rolls ten balls. Each pin knocked 
down scores one ; each poodle also counts one. The 
highest score loses the game. 



26 THE ART OF BO WLING. 

FOUR BACK. 

Only the four pins of the back row are set up. 
Each player has ten innings as in the regular game. 
Each pin counts one ; spares and strikes are scored 
on the basis of four instead of ten, for the spare. 

No dead wood is removed. 

The maximum score is 120 points. 

HEAD PIN AND FOUR BACK. 

There are five pins in this game ; the four of the 
rear row, and the head pin. 

If the four rear pins are knocked down, and the 
head pin left standing, it counts 2. 

If all five pins are down, it counts 1 ; the greatest 
score for the ten frames is therefore 20 . 

SEVEN UP. 



Fig. 8. 

Seven pins are setup as in the diagram (Fig. 8). 
Each pin counts 1. Strikes and spares are scored, 



THE ART OF BOWL TNG. 27 

as in the regular game, on the basis of seven instead 
of ten for the spare. 

The dead wood is not removed. 

The highest score in the ten innings is 210. 

FIVE BACK. 



Fig. 9. 

Five pins are spotted as shown in Figure 9. 
For a left-hand bowler, the single pin on the third 
row may be placed on the left-hand end of that 
row, if desired. 

The scoring is the same as in the regular game, 
except that five are counted for a spare. 

The dead wood is not removed. 

The ten innings can score 1 50. 

THE T GAME. 

The pins set up in this game are the head-pin, 
the king (or centre) pin, and the four on the rear 
row; six in all. 



28 THE ART OF BOWLING. 

The play is the same as in "Five Back", except 
that 6 points are counted for a spare. 
The highest score is 180. 

THE COLLEGE GAME. 



Fig. lO. 

The College game requires only three pins ; the 
king or centre pin, the head-pin, and the picket-pin 
which is exactly in line in front of the other two 
pins, and all three equally distant apart. 

The head-pin counts 5 ; the king-pin 7. The 
picket-pin must be left standing, otherwise nothing 
can be scored for the inning. 

In other respects the play is similiar to the regu- 
lar game, except that a spare counts for twelve; 
Highest score, 360. 

THE NEWPORT. 

The full frame of ten pins is used in this game. 

Ten innings are numbered on the board, in a ver- 
tical column, from one to ten. 



THE ART OF BOWLING. 



29 



In each inning, a player must knock down the 
number of pins (no more and no less) corresponding 
with the number of his innings. Thus : — In his first 
innings he must only make one pin ; in his second 
innings, just two pins \ in his sixth exactly six pins, 
and so on. 

Each successful inning scores only one point. 
The player making the most points, wins. 



A 


Innings. 


B 


2 

4 
5 

7 

8 

10 
6 


1 

2 
3 
4 
5 

6 

7 
8 
9 
10 


1 

3 

4 

6 

7 

9 
10 




7. 

- 



Fig. 11. 

The score is usually kept as in the Diagram (Fig. 
11) ; the score of two players being here marked. 
A managed to make the exact number of balls 
requisite for his second, fourth, fifth, seventh, eighth 
and tenth innings. B, in the same, manner, won 



30 THE ART OF BO WLIXG. 

i 

the innings marked in his score. All innings 
which were failures are marked with a — . In the 
above exhibit, B won seven innings, and A, six. 

NINE PINS. 

The game is played with the ten pins spotted. 

If the player bowls down all the pins but the head 
pin, he scores 2. 

If he fails to leave the head pin standing, he then 
tries to leave any one of the others up, he then 
scores 1. 

If more than one pin is left or if all the pins are 
bowled down, the inning goes for naught. 

Three balls of any style are allowed in each inning, 
if requisite, 

There are no penalties in the game, nor is the dead 
wood removed. 

Ten innings constitute a game. 

The maximum is 20. 

NINE PINS.-HEAD PIN OUT. 

All the pins are set up except the head pin. 

The player is entitled to three balls of any style in 
each inning, if requisite. 

One pin must be left standing— no more or no 
less, or the inning goes for naught. 

One pm left standing scores 1 for the inning. 

There are no penalties, nor is the dead wood 
removed. Ten innings constitute a game. 

The maximum is 10. 



THE ART OF BO WLING. 31 

NINE UP AND NINE DOWN. 

This is played with the full frame of ten pins 

Three balls of any size are allowed to each inning, 
if requisite. 

The player tries to knock down a single pin 
which counts him 1 ; then with his two remaining 
balls, he tries to leave only one pin standing, count- 
ing him 1 more in the same inning. In a failure to do 
either, the inning goes for naught. 

There are no penalties, nor is the dead wood 
removed. 

Ten innings constitute a game. 

The maximum is 20. 

NINE, NO MORE AND NO LESS. 

The full frame of ten pins are required. 

Three balls of any style are allowed the player, 
but nine pins being made winds up the inning. 

Ten innings constitute a game, and the player 
having a majority of nines wins 

In a failure- to bowl down the exact number (9) 
with one, two, or three balls, the inning goes for 
naught. Nine pins down score 1. 

There are no penalties, nor is the dead wood 
removed. 

The maximum is ±0. 

SEVEN DOWN. 

This game is played with all the pins, and it is 
required to leave three standing. 



32 THE ART OF BO WLING. 

Three balls of any size are allowed, but all must 
be rolled on the alley in each inning. For instance, 
should a player knock down seven pins with his first 
ball, the inning is not concluded, but the other two 
balls have to be rolled down the alley. Should the 
latter balls knock down any of the remaining pins, 
or roll off into the gutter, the inning goes for naught. 

Ten innings constitute a game, and one point is 
counted for each seven bowled down. The player 
having the majority of sevens wins. 

The dead wood is not removed. 

The maximum is 10. 

THE GLEN ISLAND. 

In this game only three pins are set up, the head 
pin, the centre pin, and one pin on the line of the 
rear row, exactly behind the other two pins. The 
three pins therefore range in line equidistant one 
behind the other. 

The head pin always counts 1 point. 

When the head pin is bowled down, alone or with 
others, each pin counts then and thereafter 1 point. 

So long as the head pin remains standing, the 
centre pin counts 2, the back pin 3. For instance : 
The first ball knocks down the centre pin only, 
counting 2 ; the back pin falls to the second ball, 
counting 3, making 5 together ; if the head pin falls 
at the third ball, it adds only 1 more to the score. 

Again : — Supposing the first ball makes the back 
pin, it counts 3 ; the head pin falls to the second 



THE AR T OF BO WLING. 33 

ball, counting 1 ; now, if the centre pin is bowled 
down by the third ball, it counts only 1, because the 
head pin is no longer standing. 

Thus it will be seen that it is not good policy to 
bowl down all three pins at once, as it would score 
only 3 points ; on the contrary the head pin should 
be left to the last, whether it finally falls or not. 

Spares and strikes are not reckoned. 

Dead wood is not removed. 

The maximum score is 60 points. 

PIN POOL. 

This is an adaptation of the Billiard game to Tan 
Pins. Each player rolls one ball only at his turn to 
play, the pins being set up again in full frame be- 
fore each ball. 

The order of play is decided in the same manner 
as in the Billiard game. Small balls, numbered 
from one upwards, are placed in a casting bottle, 
one ball for each player, in rotation ; the number on 
the balls received by the players denotes their turn 
in the game. 

Other small balls, numbered in regular order from 
fifteen up to twenty-five, are then placed in the 
bottle, and distributed in the same manner, one to 
each player, who conceals his ball in his pocket, the 
number of his ball being the starting point in his 
score. 

A pool is formed by each player paying a price or 
ante, fixed beforehand, for the ball he thus receives. 



34 THE ART OF BO WLING. 

The object of the game is to knock down in one 
or more turns such a number of pins as added to the 
number on his concealed ball will make exactly 
thirty-one. 

The player who first makes thirty-one, neither 
more nor less, wins the game, and takes the pool. 
Each player's score is kept in the regular way, each 
pin counting 1 point, but he alone knows just how 
many points he must win to make up the difference 
between his concealed ball and thirty-one. 

In case a player makes more than thirty-one, he 
is bitrsted, and has the option of standing out of the 
game or of coming in again by buying a new small 
ball (See Rule 6). 

Rules of Pisr Pool. 

1. — The number of the ball must be deducted 
from thirty-one, and the balance made by the pins. 

2. — When number one is called upon to play, he 
looks at his ball, (the number on which, we will 
say, is 21,) and then having ten pins to knock down 
to make him pool, he proceeds to roll, and if he 
should not make the necessary pins in that inning, 
he must wait until his regular turn comes again. 

3. — He who makes thirty-one first is the winner 
of the pool. 

4. — Only one ball constitutes each inning. 

5. — Whenever a player makes over thirty- one, he 
is " bursted," and must declare himself so. 

6.— When "bursted," the player has the privilege 



THE ART OF BOWLING. 35 

of taking another numbered ball by paying another 
ante, and in such case he comes in at the foot of 
the class; for instance, if there are seven in the 
pool, the first "bursted " man comes in next after 
number seven in the play. 

7. — The game continues until thirty-one is made. 

8. — A player has the privilege of rolling with any 
kind of ball within regulation size. 

9. — All pins knocked down by a player in one in- 
ning must be scored for him on the board or slate 
used for that purpose. 

10. — The board or slate must be placed in such a 
position that the players can see from the alley the 
number credited to them. 

11. — The game-keeper is the final judge in all 
matters of dispute. 

This game, like its Billiard prototype, introduces 
the. pleasing feature of secrecy, at the same time 
that it calls forth skillful and judicious play, requir- 
ing considerable practice to make just the requisite 
number of pins out of a full frame when nearing the 
limit of thirty-one points. It has the advantage 
also of being a game of skill, not depending upon 
the mere chances of turning a card. 



36 THE ART OF BO WLING. 

GERMAN GAMES. 

In the majority of German games, there is a 
marked departure from the simplicity which gen- 
erally characterizes all that is American. Intricacies 
of procedure and notably of scoring are salient 
features which rather tend to bewilder the uniniti- 
ated. Another peculiarity is the generosity some- 
times extended to those threatened with defeat, as, 
for instance, in a straight-carom game of billiards, 
the winner must make his last winning point by an 
indirect or cushion carom. 

The same extreme consideration is evinced in the 
'-'* Battle Game " described later. 



Fig. 12. 

Still another feature is the want of unanimity in 
methods of play, each locality having its own 
peculiar ways, making it almost impossible to codify 



THE ART OF BOWLING. 37 

a set of rules for any game which will cover all the 
various methods adopted. 

Tu the German Games of Bowling, the pins are 
only nine in number, and arranged in the form of a 
diamond, as seen in the Diagram Fig. 12. 

THE GERMAN OR STAMM GAME. 

An inning consists of four balls, two of which are 
rolled on each of the two alleys. 
The pins are set up afresh for each ball. 
Poodles do not count, and there are no penalties. 
The pins count as follows, provided the head pin 
is hit first : 

All down except the king pin, counts 48 

All nine down - - - " 36 

Eight pins down - - - " 24 

Seven pins down - - - "18 

Six pins down - - - - u 12 

Five pins down - - - "10 

Four pins down - - - " 8 

Three pins down - - - "6 

Two or one down - each 1 

The three pins on the central line only, that is, 

the head pin and the two in line behind it, count 12. 

Pins down, head pin standing, count 1 each. 

Scoring. 

At the commencement of the game, each player is 
credited with 200 points ; the count of each inning, 
as it is made, is deducted until nothing remains. 



38 THE ART OF B0WL1SG. 

The proportion that each has to pay into a pool 
at the close of the game is thus determined : —An 
equal amount is allotted to each player, so as to 
aggregate a certain amount in the pool. The sub- 
sequent mode of procedure, and the method of 
scoring will be more clearly understood by following 
an imaginary game, under the following circum- 
stances :— 

Suppose there are four players, A, B, C 7 and D. 
The preliminary allotment to each player is, say 
twenty-five cents ; this would aggregate 100 cents 
for the pool ; and consequently 100 will be the limit, 
which will be explained in its proper place. 

A rolls his four balls ; the count made by each 
ball is kept, say, first ball, 8 ; second ball, 6 ; third 
ball is a poodle, and fourth ball, 4. These added 
together give A a total of 18 for his first inning. 
B's four balls count respectively 18, 12, 6, and 4; 
total 40. 

C ? s four balls, 24, 8, poodle, and 6 ; total, 38. 

D ? s four balls, 4, poodle, 10, poodle ; total, 14. 

A B C D 



1st ball, - 


8 


J8 


24 


4 


2nd " - 


- 6 


12 


8 





3rd " 





6 





10 


4th " - 


- 4 


4 


6 






18 40 38 14 

This first inning determines the order in which 



THE An T OF BO WLIXG. 39 

they shall take their innings for the remainder of 
the game ; the lowest count will he first, &e. This 
places the players in the following order : — D, A, C, B. 
Each player's total is now deducted from 200, and 
the result stands thus: — 

D A C B 

1st innings, - 186 182 162 160 

The record of the players' four halls is rubbed out 
and the second innings commenced, with, say, the 
following counts: — 



D, 


48, 


10, 


o, 


24 = 82 


A, 


36, 


18, 


8, 


6 = 68 


c, 


24, 


12, 


o, 


48 = 84 


B, 


18, 


•36, 


12, 


= 66 



These amounts are respectively deducted from 
the score as it stood after the first inning, and appear 
thus : — 

D A C B 

1st inning, 186 182 162 160 
2nd " 104 114 78 94 

The record of the four balls of each player is 
again rubbed out. The third and subsequent 
innings are scored exactly in the same manner, 
until the score stands, we will suppose thus : 

D A C B 

5th inning, 64 46 40 33 

At this stage of the game it will be seen that the 



40 THE ART OF BO WLING. 

sum total of all four scores is 188, already less than 
the original 200, and lacking a margin of 88 points 
of the 100 limit previously mentioned. 

The method of scoring now changes, and the 
players need only two halls at each inning. 

Resuming; the play starts again for the sixth 
inning thus : — 

D's two halls count 16 4 = 20 

A's " " "12 6 = 18 

C's " " « 18 12 = 30 

B's "■'•""■" 8 0=8 

The results of this inning are then scored thus : 

D A C B 

5th inning 64 46 40 38 Margin 88 

6th " 44 28 10 30 68 

50 
20 
12 

D's 20 are deducted from the margin, leaving 68, 
and are also deducted from his score, leaving 44. 

A's 18 reduce the margin to 50, and his score 
to 28. 

C's 30 hring down the margin to 20, and his score 
to 10. 

B's 8 leave the margin at 12, and his score 30. 

In the seventh inning, D makes two poodles; A 
makes only 2 ; C makes 14. This more than wipes 
out the entire margin, and B is left without a hall 
to play. 



THE ART OF BO WLING. 41 

The score then stands thus : — 

6th 





D 


A 


C 


B 






innings 


44 


28 


10 


30 


Margin 


J2 

10 


a 


44 


26 





30 








7th 

The final result shows that D pays 44 cts ; A, 26 
cents ; and B, 30 cents, into the pool, making the 
sum of 100 cents, as previously arranged. 

The foregoing illustration will give a fair idea of 
the play and scoring. If it should happen that one 
or more of the players should succeed in reducing 
his score to zero "before the game is completed, he 
stands exempt from the final reckoning ; and if the 
player who wipes out the last balance of the 
margin should score more than the margin 
needs, he deducts from his score, not what he 
counts, but only the points needed to cancel the 
margin. For instance:— C's score stands, say 14, 
and the margin is down to 6 ; he plays and counts 
12; the margin calls for only 6, so he can deduct 
only the 6 from his score, leaving him in for 14— -6=3 ; 
not 14 — 12=2; otherwise the pool would not come 
out complete. 

It has already been stated that this game is not 
played in exactly the same manner everywhere. 
Sometimes the pins are not set up for each ball, but 
only after the second ball has been rolled, in readiness 
for another player. A poodle also in some coteries 
pays a small penalty; and a count of 36 or 43 



42 THE ART OF BO WL1NG. 

points is mulcted in a similar manner, probably on 
the grounds that these counts are so honorably suc- 
cessful that the player can afford to be generous 
and contribute a little thank-offering for his prowess. 

THE HAMBURGER. 

In this game, which is played with a nine pin or 
diamond frame, (Fig. 12) is virtually a modification of 
the German Stamm game, and adapted for team 
play, the pins knocked down count exactly the same 
in both games, and the same general rules govern 
them, with the following exceptions:— 

Two balls constitute an inning, one ball being 
rolled on each alley, and the balls set up again for 
each ball. . 

The teams or sides are usually made up by select- 
ing a number of cards from a pack equal to the 
entire number of players, half the cards being of 
black suit, and half of red suit. 

In case of an odd number of players, the prepon- 
derance on one side is made up by a " dummy v on 
the other, each player on that side rolling for dummy 
in regular rotation. 

The game generally starts with 1,000 points up, 
from which the scores as made are deducted until 
one side or the other has reduced the J, 000 points 
down to zero. 

The points made by all the players on each side 
in an innings are added together; the side making 



THE ART OF BOWLING. 



43 



the greatest number of points then deducts the 
points made by both sides combined. 

The following exhibit of one innings will explain 
itself: — 

We will suppose a game to be played with five 
persons in each team, designated by letters of the 
alphabet. 



1000— Red. 



Black— 1000 



Names. 


1st 
Ball. 


2nd 
Ball. 


Total. 


Names. 


1st. 1 2nd 
Ball. I Ball. 


Total. 


A 
C 
E 

g 
i 


10 
36 
18 
24 

7 


12 

1 



10 

8 


22 
37 
18 
34 
15 


B 
D 
F 
H 
K 


6 
10 
12 
24 

18 


18 

7 

2 



24 
J7 
12 

26 
18 




126 


97 



This inning is therefore won by the Beds, and 
126+97=223 are deducted from their 1000, leaving 
the score, preparatory to the second inning thus : 

777— Red Black— 1000 

In the seeond inning the aggregate count of the 
Red team is, say, 140 ; that of the Black, say, 211, 
giving Black (211+140=) 351 points to deduct. 

The score will then stand : 



777— Red 



Black— 649 



Proceeding in this manner until one of the teams 
had pulled its score down to 0, and wins. 



44 THE ART OF BOWLING. 

THE BATTLE GAME. 

The Battle Game is very popular with the Ger- 
mans, and is played with a regular German Diamond 
frame of nine pins (Fig. 12), by two teams of equal 
numbers on a side, a dummy being introduced, if 
necessary, to secure equality of numbers in the 
teams, as noted in the " Hamburger Game ". 

Each team plays under the guidance of a Captain, 
and is thus made up : — 

Two captains are selected, either by choice or by 
ballot. 

The captains then toss for first pick of the players. 

After each has selected a player, the captains 
again toss for second pick, and repeat the same 
routine until all the players have been placed under 
one or the other captain. 

Sometimes the selection of players for each team 
is done in the same manner as in the u Hamburger" 
by the use of red and black cards. In this case, 
each team thus organized chooses its own captain. 

Four (or six) innings constitute a game. 

If at the end of the fourth (or sixth) innings the 
total score results in a tie, another inning is played 
to decide the game, followed by other innings, if 
necessary, until the scores stand unequal. 

Whenever in the course of the game an inning 
results in a tie, the points made in the next inning 
count double. If two consecutive innings both 
result in a tie t the points made in the next following 



THE ART OF BO WLING. 45 

inning count triple. A tie-inning does not count as 
one of the regular innings of the game 
Each player's inning consists of three balls. 
Pins bowled down count 1 point each. 
All down except the king-pin, count 12. 
If, before a player has rolled all his three balls, 
all the pins are down, or the king pin stands alone, 
the pins must be set up again for the player to finish 
his inning. 

The players must use the alleys alternately, and 
dead wood is removed after each ball rolled. 

The plan of scoring is different from most other 
games. 

The count made by each player of a team is 
noted, and at the end of the innings, the counts are 
added together, and scored to the credit of that 
team, and then rubbed out. 

Red Black 

1st inning - - 40 5 — 85 

2nd " - - 63 15 — ^8 

3rd " - - 44 — — 44 

4th " - - 92 — 32 124 

5th " - - 64 20 — 44 

40 32 

In the above illustration, the first inning results 
in a score of 40 for the Red team, and 35 for the 
Black. The excess of 5 is carried to the credit of 
the Reds 

In the second inning the Reds score 63, and the 



46 THE ART OF BO WLING. 

Blacks 48, the Reds again getting credit for the 
difference, 15. 

The third inning results in a tie, consequently no 
credit for either side. 

The fourth inning netted the Reds and Blacks 46 
j and 62 respectively, hut the previous inning having 
| been a tie, these numbers are counted double, and 
give Black the difference, 32. 

In consequence of the third inning having resulted 
in a tie, another inning will be needed to complete 
the full game. In this fifth inning, the Reds get a 
majority of 20. 

These majorities on each side are finally added 
up, giving the game to the Reds by 40 against the 
Blacks' 32. 

In keeping count of the individual players, in 
order to avoid using the double number 12, it is 
designated by ; and "all nine down" is denoted 
by 1. 

Thus:— mo* represents 9, 9, 9, 12, 4, =43. 

THE 1000 BATTLE GAME. 

This game is played by two contesting teams • the 
teams are made up in the same manner as in the 
) Hamburger game, being identical with that game in 
I all respects except in the method of scoring. 

The game is 1000 points. Each team scores the 
; sum of the count made by each member of the team, 
inning after inning, until the score reaches 1000 
points. 



THE AR T OF BOWLING. 47 

In cases where both teams are so near up to 1000 
that one single hall could put either team out, Ger- 
man courtesy steps in and allows the weaker side 
the first, and possihly decisive, hall. 

THE HEAD PIN GAME. 

This is a leading game among the Germans. It is 
played on a nine-pin diamond frame. Each player 
has four innings of four balls each, playing the four 
halls one hall on each alley alternately. 

The pins are set up after each hall. 

Each i)in down counts 1, provided the head-pin is 
knocked down. 

If, after the hall is played, the head-pin remains 
standing, none of the pins down (if any) can be 
counted. 

The maximum score is 9 times 16, or 144. 



One of the most salient features of German social 
life is the thorough good fellowship evinced in all 
their gatherings for intercourse and amusement. 
Their expressive word for this is (l Gemiithlichkeit." 

In their social games there is a marked absence 
of cupidity or greed for winning, the main object 
being recreation and exercise ; and the result played 
for, the price of refreshments, or, in the case of a 
social club, a moderate contribution by the losers to 
a general fund, including of course the expense in- 
curred for the use of the alleys. These facts ac- 



48 THE ART OF BO WLIXG. 

count in a great measure for the notable absence of 
penalties for irregularities ; fair play is their rale, 
undue advantage the exception, as being entirely 
subversive of the sociable feeling which brings and 
keeps them harmoniously together. 

It need not, however, be inferred that these 
agreeable features are conspicuous by their absence 
elsewhere, this being by no means the actual fact ; 
but they are none the less distinctly observable in 
German Coteries, and are the natural outcome of 
the social construction of German society. 

To this source may also be traced the tendency 
in different localities to introduce methods of play 
to suit local fancies and requirements, making it a 
difficult matter to codify any game with due pre- 
cision. It may be fairly conceded, also, that however 
intricate and perplexing their modes of counting 
and scoring may be to the average outsider, to the 
German this presents no difficulties whatever. 



DICK & FITZGERALD, 

PUBLISHERS, NEW YORK. 

The Publishers, upon receipt of the price, will send any of the foi' 
lowing books x postage free* to any part of the United States. In 
ordering }ooks, the full name, post '-office •, county and State, should 
be plainly ivriUea* ( 

;The American Hoyle ; or, Gentleman's Hand- 

* Book of Games. Containing all the Games played ki the United 
' States, with rules, descriptions and technicalities, adapted to the 
American methods of playing. By Trumps. Thirteenth Edition; 
Illustrated with numerous diagrams and engravings. This work is 
designed and acknowledged as an authority on all games as played in 
America, being a guide to the correct methods of playing, and an 
arbiter on all disputed points. In each of the previous editions, the 
work was subjected to careful revision and correction ; but this, the 
Thirteenth Edition, is Entirely New, and re- written from the 
latest reliable sources It includes an exhaustive treatise on Whist> 
with all the latest essays on the modern game, by Clay, Pole, Dray- 
son, &c, &c. Also, a ucid description of all the games now ia 
vogue in America, with the laws that govern them, revised and cor- 
rected to conform to present usages ; and embraces an elaborate and 
practical analysis of the Doctrine of Chances. 
i2mo., cloth, 536 pages. Price v > , . . .$2 00 

The Complete Poker Player. A practical Guide- 

Book to the American National Game ; containing mathematical and 
experimental analyses of the probabilities at Draw Poker. By John 
Blackbridge, Actuary and Counsellor-at-Law. This, as its title 
implies, is an exhaustive treatise on Draw Poker, giving minute, 
and detailed information on the various ^ chances, expectations* 
possibilities and probabilities that can occur in all stages of the game 
with directions and advice for successful play, deduced from actual 
practice and experience, and founded on precise mathematical data. 

Small quarto, 142 pages, paper cover ,.50 cts. 

Bound in full cloth $1 00 

American Card-player. Containing clear and 

V comprehensive directions for playing the Games of Euchre, Whist, 
Bezique, All-Fours, French Fours, Cribbage, Cassino, Straight and 
Draw Poker, Whiskey Poker and Commercial Pitch, together with 
all the laws of those games. This work is abridged from " The 
American Hoyle," our Larger Book of Games. 150 pages. 

Bound in boards, with cloth back, price 50 cts. 

Bound in cloth, gilt side „ 75 cts- 



Sent Free of Postage on Receipt of Price. 
Dick's Hand-Book of Whist. A thorough 

treatise on the Modern Game, from c *The American Hoyle." 
It covers all the intricacies of the game, with the modern code »f 
signalling between partners, and includes Pole's and Clay's Rules* 
the Regular Club Laws, Drayson's remarks on "Trumps, their 
Use and Abuse," and Pole's " Philosophy of Whist." This is 
the most complete Work on the scientific game of Whist, and 
introduces Two interesting Double Dummy Problems* 

Paper covers . . « «• . 25 cts= 

Flexible cloth 50 cts. 

Dick's Hand-Book of Cribbage. A complete 

and exhaustive treatise on Cribbage in all its varieties, with 
the revised Laws which govern them. It contains a thorough 
investigation of the Value of hands, with instructive examples, 
showing all the combinations in hand, crib, and play ; including a 
simple exposition of long sequences which occur in play, by which 
all disputes can be intelligently settled* It also affords practical 
advice to players at all stages of the Six-Card, Five-Card, and Two, 
Three and Four-handed varieties of the game. 
Flexible cloth 50 cts. 

Dick's Original Album Verses and Acrostics. 

Containing original Verses for Autograph Albums, Dedications, 
Congratulations for Birthday and the various Wedding Anniver* 
saries, Valentines; &c. Also, Two Hundred and Eighteen original 
acrostics, the initial letters of the lines in each verse representing 

different Ladies' Christian names. Paper covers 50 cts. 

Bound in cloth 75 cts« 

Dick's Comic Dialogues. A collection of Seven- 
teen Easy and very Effective Dramatic Dialogues Especially 
adapted for performance by Young People* Eight of the Dialogues 
are for male performers only, requiring from two to six characters. 
They are all bright, very entertaining, full of droll and telling 
"'situations," and combine the best dramatic effect with the least 
possible difficulties of costume and scenery* Paper covers. 30 cts. 
Bound in boards 50 cts c 

Dick's Dialogues and Monologues. Containing 

Twenty-two Dialogues, Monologues, Farces, Parlor Sketches, and 
Petite Comedies, all entirely original and expressly designed for 
Parlor Performance. 

These short and amusing pieces, written by various authors ex- 
pressly for this work, are full of humor and dramatic excellence, 
requiring very little preparation in costume and scenery. 

Paper covers ; » 30 cts. 

Lound in boards... „ .„..« , « , .0..... 50 cts. 



Books sent Free of Postage at the Prices annexed, 
Dick's Book of Toasts, Speeches andRespon^ 

ses. Containing Toasts and Sentiments for Public and Social Oc- 
casions, and specimen Speeches with appropriate replies suitable 
for almost every possible occasion.' This work includes an -'nstruc- 
trve dissertation on the Art of making amusing Af*-er-d inner 
Speeches, giving hints and directions by the aid of whic': persons 
with only ordinary intelligence can make an 'entertaining and tell< 
ing speech. Also, Correct Rules and Advice for Presiding at Table c 
The use of this work will render a poor and diffident speaker fluent 
and wit r y— and a good speaker better and wittier, besides afford- 
ing an immense fund of anecdotes, wit and wisdom, and other ser- 
viceable matter to draw upon at will. Paper covers 30 cts. 

Bound in boards, cloth bacl" --- 50 cts. 

Dick's Games of Patience ; or, Solitaire with 

Cards. New edition with Twenty new Games. Now containing 
Sixty-four Games. Illustrated with Fifty explanatory Tableaux. 
This treatise on Solitaire, a pastime which is steadily gaining in 
popularity, embraces a number of new and original Games, and 
all the Games of Patience at present in favor with the most expe- 
rienced players. Each game is carefully and lucidly described, 
with the distinctive rules to be observed and hints as to the best 
means of success in play. The Tableaux furnish efficient aid in 
rendering the disposition of the cards necessary to each game plain 
and easily comprehensible. Quarto. 152 pages. Board cover. 75 cts. 
Cloth, gilt ....$1.00. 

Dick's Parlor Exhibitions, and HowioMakf 

them Successful. Containing complete and detailed direction? 
for preparing and arranging Parlor Exhibitions and Amateur Per- 
formances. It includes, Tableaux Vivants, Living Portraits, Liv- 
ing Statuary, Dame History's Peep Show, Shadow Pantomimes, 
Popular Billads illustrated by appropriate action, Charades of all 
kinds, Parlor Pantomimes, Punch and Judy, and fifty other divert' 
ing parlor pastimes and amusements. It contains alsc f "I Cata- 
logue of the celebrated "Art Exhibition." This work is tho- 
roughly practical, and gives the fullest instructions for preparing 
and lighting the stage, the construction of the Frames for Living 
Portraits, and shows how each performance can be presented 
with complete success. It is illustrated with numerous engravings 

explaining the text. 150 pages, paper cover 30 cts. 

Bound in boards, cloth baek 50 cts. 



Sent Free of Postage on Receipt of Price. 
Scattergood's Game of Draughts, or 

Checkers, Simplified and Explained. With practical 
Diagrams and Illustrations, together with a Checker-Board, 
numbered and printed in red. Containing the Eighteen 
Standard Games, with over 200 of the best variations, selected 
from various authors, with some never before published. By 
D. Scattergood. Bound in cloth, with flexible covers... 50 cts. 

Proctor's Draw Poker Principles and 

Chance Laws. An interesting Treatise on the game of Draw 
Poker ; with practical remarks upon the Chances and Proba- 
bilities of the game, and a critical analysis of the Theories and 
Statistics advanced by Blackbridge and other writers on the 
subject. By Richard A. Proctor. Small quarto 15 cts. 

How Gamblers Win ; or, The Secrets of Ad- 
vantage Playing Exposed. Being a complete and scientific 
expose* of the manner of playing all the various advantages in 

Cards. i6mo, paper covers 30 cts* 

Boards, cloth back 50 cts. 

Spayth's American Draught Player ; or, 

The Theory and Practice of the Scientific Game of Checkers. 
Simplified and Illustrated with Practical Diagrams. Contain- 
ing upwards of 1,700 Games and Positions. By Henry Spayth. 
Sixth edition, with over 200 Corrections and Improvements. 
i2mo, cloth 3 00 

Spayth's Draughts or Checkers for Be- 
ginners. Being a comprehensive Guide for those who desire to 
learn the Game. This treatise was written by Henry Spayth, 
the celebrated player, and is by far the most complete element- 
ary work on Draughts ever published. Cloth 75 cts. 

Marache's Manual of Chess. Containing 

Preliminary Games for Beginners, fifty Openings of Games, 
giving all the latest discoveries of modern masters, with best 
Games and Copious Notes, Endings of Games, numerous 
Problems, Diagrams, etc. By N. Marache. Cloth... .50 cts. 

McLaren's Training in Theory and Prac- 
tice. Giving the best modern methods of Training for Ath- 
letic Sports and Exercises. Paper covers 50 cts, 



Books sent Free of Postage at the Prices annexed. 
The Laws of Athletics. How to Preserve and 

Improve Health, Strength and Beauty; and to correct Personal 
Defects caused by want of Physical Exercise. How to train for 
Walking, Running, Rowing, &c. with the systems and opinions of 
the Champion Athletes of the world. Including the latest Laws 
of all Athletic Games and how to play them. By William Wood. 

Professor of Physical Training. Paper cover 25 cts. 

Flexible cloth cover., 50 cts. 

'Dick's Irish Dialect Recitations. A care- 

fully compiled Collection of Rare Irish Stories, Comic, Poetical 
and Prose Recitations, Humorous Letters and Funny Recitals, all 
told with the irresistible Humor of the Irish Dialect. This col- 
lection contains, in addition to new and original pieces, all the very 
best Recitations in the Irish Dialect that can be gathered from a 
library of "Recitation" books. 170 pages, paper cover. 30 cts. 
Bound in boards, cloth back 50 cts. 

"Dick's Dutch, French and Yankee Dialect 

Rectations. An unsurpassed Collection of Droll Dutch Blun- 
ders, Frenchmen's Funny Mistakes, and Ludicrous and Extrava- 
gant Yankee Yarns, each Recitation being in its own peculiar dia- 
lect. To th ^se w'10 make Dialect Recitations a speciality, this Col- 
lection will be of particular service. 

170 pages, paper cover. .' 30 cts. 

Bound in beards 50 cts. 

Dick's Ethiopian Scenes, Variety Sketches 

and Stump Speeches. Containing End-Men's Jokes, Negro In- 
terludes and Farces, Fresh Dialogues for Interlocutor and Banjo, 
New Stump Speeches, Humorous Lectures, Dialect Sketches and 
Eccentticities, Dialogues and Repartee for Interlocutor and Bones, 
Quaint Burlesque Sermons, Jokes, Quips and Gags. 

178 pages, paper covers 30 cts, 

1 Bound in boards, cloth bick.... 50 ^ts. 

Tambo's End-Men's Minstrel Gags. A collec- 
tion of Ethiopian Dialogues, Plantation Scenes, Eccentric doings. 
Humorous Lectures, Laughable Interludes, End- Men's Jokes, 
Burlesque Speeches. Witticisms, Conundrums, Yarns, Plantation 

Songs ana Dances, &c. t &c. 144 pages, paper cover 30 ct*. 

Bound 13 boards , > 50 cts. 



019 953 867 6 



Sent Free of Postage on i^eca^,, VJ } 

Howard's Book of Conundrums and Rid- 
dles. Containing over 1,200 of the best Conundrums, Riddles, 
Enigmas, Ingenious Catches, and Amusing bells ever invented. 

Paper cover , 30 cts. 

Bound in boards, cloth back 50 cts. 

How to Amuse an Evening Party, A com- 
plete collection of Comic Diversions, Scientific Recreations, 
and Evening Amusements. Profusely Illustrated with nearly 

200 fine wood-cuts. Paper cover 30 cts. 

Bound in boards, cloth back 50 cis. 

The Play-Ground ; or, Outdoor Games for 

Boys. A book of healthy recreations for youth. Containing 
over 100 Amusements. Illustrated with 124 fine wood-cuts. 

Bound in boards, cloth back. 50 cts. 

Bound in cloth, gilt side 75 cts. 

The Parlor Magician ; or, One Hundred 

Tricks for the Drawing- Room. Illustrated and clearly ex- 
plained, with i2i engravings. Paper cover 30 cts. 

Bound in boards, cloth back 50 cts. 

The Book of 500 Curious Puzzles. Con- 
taining all kinds of entertaining Paradoxes. Illustrated with 

numerous engravings. Paper cover 30 cts. 

Bound in boards, cloth back 50 cts. 

Book of Riddles and 500 Home Amuse- 
ments. Containing all kinds of Curious Riddles, Amusing 
Puzzles, Queer Sleights and Recreations in Science, for Social 
Pastime. Illustrated. with 60 engravings. Paper cover. 30 cts. 
Bound in boards, cloth back 50 cts. 

Parlor Tricks with Cards. Containing ex- 
planations of all the Deceptions with Playing Cards ever in- 
vented. The whole made easy with 70 engravings. Paper 

cover. 30 cts. 

Bound in boards, cloth back 50 cts. 

The Book of Fireside Games. Containing 

a description of the most Entertaining Games suited to the 

Family Circle as a Recreation. Paper cover 30 cts. 

Bound in boards, cloth back 50 cts. 

Frost's Humorous and Exhibition Dia- 
logues. This is a collection of sprightly original Dialogues, 
in prose and verse, intended to be spoken at School Exhibi- 
tions. 180 pages, paper cover 30 cts. 

Bound in boards 50 cts. 



LIBRAR V OF CONGRESS 



iindllUi 



S 019 953 867 6 • 



